eelee, that's probably because having your's on the site is redundant, and because this has a lot of players and taking it off would hurt a lot of people's experience.
I tend to judge games on their design before the coding ability, and a lot of new developers tend to submit a plethora of games with virtually no thought put into them, which is no good in my book. I can understand why you'd need a certain level of coding skill before making a game that applies some design principles in a fun way, but the games that i see posted are essentially spam games. I don't mind them being there, and i'm never for putting someone down, but it isn't unreasonable to call them bad.
blue guys are easy to deal with, just always keep an evasive item handy, 3/4 items can help you past them, you should be able to get by them without much trouble...
impossible badge was really fun to get, but for the life of me i can not get this hard badge, i'm just too damn greedy and refuse to go through a door.
i don't think it needs to symbolize drugs or cutting, the dialogue makes more sense when reffering to drugs, but the hospital scene seems to debunk it, i think that she might just symbolize addiction.
i saw cerebus, don't know enough about greek mythology to pick anything else out.
Not sure if this is meant to be allegorical but it seems pretty straight-forward to me, the guy imagines the whole thing, when he comes back with his loved one he sees himself, and snaps out of the illusion, would be interesting to hear what the artist intended here, since there seems to be some debate over it.
i also don't think its a very good game :V.
Gameplay is stale. essentially no new features are introduced throughout the whole game. Items don't really add anything, they just slightly change stats. Game curve is way to slow, you get barely any money per run, it takes forever to buy a new item, and most of the time you don't feel anything has changed anyway. Leveling up is slow and doesn't do much, and the game basically goes on with only periodic slight changes in how far you go, with nothing to look forward to.
Hard badge seems mostly luck based, i could probably get 5 million without the use of nukes, if not for me hitting air spikes every time i blast off. Not once have i ever fired and stopped through natural causes, or been forced to use a nuke to continue, i always stop when i hit a spike or UFO, usually an air spike, i see no way to realistically avoid them, i just have to hope that they randomly spawn in convenient places and let me fly the full 3 million.
i think i know the trick to the game, but i just can't get it. Your fate is essentially sealed the moment you get a single piece that doesn't fit, so you need to keep your tower accomadating as many possible pieces as possible. The most common problem i run into is with the small zig zag pieces and flat surfaces. You want to keep the top of your tower relatively bumpy so that you can always fit those in somewhere, hanging them off a cliff will come back to bite you later, and putting them on flat ground will create bubbles. And then, of course theres also the infamous line pieces. Placing these vertically in small gaps is my favourite way to work around them, if you just build up around them they usually don't cause too much trouble, although sometimes they can prevent an important piece (normally L pieces) from being placed.
What i'm trying to say is that ratings are biased and that they are supposed to be, its how the public voices its opinion. Now, that doesn't mean i agree with most things. When i rate a game, i rate it based on how well built it is, how buggy it is, and a lot of other standard qualities, not on if it appeals to me as an individual. I try to make my opinion as unbiased as possible when rating, but that isn't really the point, a good game is a game that most people like, and that involves bias.
I disagree with the statement i feel the author of this game is trying to make. Yes, people complain about things, that from some peoples perspectives might not be very legitmite. Yes, the game is designed toward a differant audience, why are you rating me down for that? Well, its because the game doesn't appeal to that player. And thats kind of what the rating system is for, to rate how well the game appeals to you. Creating a game that appeals to a large audience is usually the best way to get a high rating, although high ratings really aren't everything. People could be bored of TD's, and rate it down for that, even though its a personal thing and isn't based on how well the game was made from an unbiased perspective.
Part 4
Snake (Phase 7)
This one is also pretty easy, stick to the top of the screen before it starts and then circle around the snake until it leaves, then move to the middle of the screen, and be ready to dodge it and repeat when it comes back, use a wide circle the second time, to avoid its exploding segments.
Double Cannons + Wall (Phase 8 / Final Phase)
This is the same deal as Cannons + Wall, you just need to use a circle, its a short level but having the wrong arc here can kill you, it'll take a bit to get used to but this shouldn't be a lot of trouble once you are used to it.
Part 3
Yellow Cannon (Phase 5)
Stick near the bottom/middle of the screen, just wave your way through all the bombs and their shaprenel while strafing back and forth across the screen. Remember, you'll occasionally have shaprenel raining down on you from above, thats why your sticking low enough that you can see and dodge it before it hits you.
Green Cannon (Phase 6)
This one is easy, i just circle around the green ball when it fires, and be sure to be far away from it when it explodes. Be wary of remaining falling shaprenel from Phase 5.